Since all the artwork, music and sound effects are shared, we have everything to create a software version of the game. So far I've created a small lo-res version. Not sure if I want to keep it at 320x240 or go for a high resolution game (1024x768).

Give me a few and I'll get a high res version sent to you. I hadn't planned to upload all the release files until the unit was complete but I'll send it over to you for this. It'll be two different files, the bezel and the playfield, that way the bar can be behind the foreground asteroids.

Can't get it to run. When I execute it plays about a 1/2 second of sound then cuts out and nothing comes up on the screen. I checked that I had all the recommended programs you listed installed and even did repair installations. No dice.

Can't get it to run. When I execute it plays about a 1/2 second of sound then cuts out and nothing comes up on the screen. I checked that I had all the recommended programs you listed installed and even did repair installations. No dice.

I have all the updates installed on my dev machine at work and I don't get anything. The cursor shows busy for a second, then nothing.

I'm running 8.1 on this machine and the error is in KERNELBASE.dll, if that helps at all.

I like this game. Never played ICB before. This version would probably do well in bars today, or even as a phone app using the gyroscope tilt sensor. The sound and voice work is charming. The higher resolution can make the ball and play field look more realistic. Could we also get a low resolution version for arcade monitors as well? I will continue to test regardless. Thanks!

I like this game. Never played ICB before. This version would probably do well in bars today, or even as a phone app using the gyroscope tilt sensor. The sound and voice work is charming. The higher resolution can make the ball and play field look more realistic. Could we also get a low resolution version for arcade monitors as well? I will continue to test regardless. Thanks!

Top was cut off on my 1600x900 laptop screen, but I wasn't going to say anything since I was the first one to yell high-res!

I would enjoy seeing the asteroids randomly floating around in space. Same with the star field. Looks neat so far though.

Take acid before you play. Simplest solutions are often the best.

I can't relate.

Just imagine the possibilities! If you keep the ball in one spot for more than 10 seconds, the asteroid could float towards the ball to obstruct your view. In a super easy mode, a satellite could guide the way. Everyone has done a fantastic job, just thinking out loud.

Runs fine here. I've never played Ice Cold Beer - what's the objective? Get the ball into the holes in the numbered sequence? Once I get a ball in 1 nothing happens.

There are ten target holes that light sequentially as you progress through. Bonus points based on how fast you hit the hole. Bar automatically returns to bottom and reloads upon score or lost ball. After hitting the ten hole the game should begin to move the bar further with each input thereby increasing difficulty. Also, after each ten hole the amount of time bar can remain static before automatically raising on its own should decrease.

I had an ICB. I looped at least once... but, I think I made at least two 10 spot rounds in a row... and dont recall any controller difference.

What you may be refering to... is what happens when the controllers are not moved for several seconds. The game will auto raise the bar a few millimeters... and repeat this climb every time the time limit is passed.

However, once you beat the 10th hole... the time limit for non-movement... may decrease... as well as possibly increasing the bars auto-raise amount.

To make each tap of your controller equate to more movement would make it impossible for a smooth and fair gameplay experience. The hole spacing is too tight in upper areas to allow such low resolution control.

To make each tap of your controller equate to more movement would make it impossible for a smooth and fair gameplay experience. The hole spacing is too tight in upper areas to allow such low resolution control.

Good point. Increasing the speed at which the bar moves is reasonable tho.

I know it's not too common, but if you were able to add spinner support that would be pretty sweet. I have dual spinners (in boxes right now, but will be in a CP at some point in the future haha) and this gameplay seems to lend itself to dual spinner controls. Just throwing it out there!

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So once again, we find that evil of the past seeps into the present like salad dressing through cheap wax paper, mixing memory and desire.

I know it's not too common, but if you were able to add spinner support that would be pretty sweet. I have dual spinners (in boxes right now, but will be in a CP at some point in the future haha) and this gameplay seems to lend itself to dual spinner controls. Just throwing it out there!

While we're throwing ideas out there, another possibility to consider is a dual analog inputs.

That would allow people to use either two Warlords-style paddles, two analog joysticks that only use one axis, or one analog joystick turned like Q*Bert.

The original is leaf switch based.. for very quick responses. The motor is geared, but Im almost 100% certain that the voltage / speed is set in stone (non variable). Variable speed motor control can or at lease used to be expensive... as well as cause additional maintenance issues.

The gearing might make it apear otherwise.. it it had momentum at play... but I dont think there was much if any after-drift.

If you use an analog stick... in digital form, it would be too much stick travel. In full analog... it probably would make the game much easier...

However... if you made the game using a bowling ball... the mass difference may be great enough to warrant the additional control.

Also, Not sure that i remember the bar actually increasing in speed either. I think the no-move penalty timer is the only real change. Again.. I dont think the motor speed was there... and also, you often need a little wait time for the ball to roll or stop rolling. As well as the tight hole spacing issue.

What could be done... is to make only one side move... or both move in different directions, as well as a random movement element. This is one of the many things I had in mind for my designs.